Page 1 of 1

a few things inside the EXE

PostPosted: 13 Jul 2010, 18:21
by Uresti
i found two interesting things. one refers to choose attacking player op Planeswalker but if you have a card in hand with Type metanema "PLANESWALKER" the card "disappear" from your hand

the others is <UTILITY_ABILITY> and KICKER by itself dunno if its _ABILITY or COST,
i use a few times COST "Conditional" but i found another type of COST "ADDITIONAL" maybe used for Kicker, Echo, BuyBack??

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 18:26
by Epiphany
Hmm, now that would be cool! :)

I desperately want buyback! :)

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 18:34
by Huggybaby
I wonder if, as more official DLC packs are released, we will see an updated exe with more included functions?

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 19:15
by Uresti
well there is the Pack 2 for 360 we should see it for PC shortly, and the Credits screen have the credits for the Pack 3, weird dont you think?? unless they already have the packs.

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 20:00
by Yanna
Uresti wrote:i found two interesting things. one refers to choose attacking player op Planeswalker but if you have a card in hand with Type metanema "PLANESWALKER" the card "disappear" from your hand

the others is <UTILITY_ABILITY> and KICKER by itself dunno if its _ABILITY or COST,
i use a few times COST "Conditional" but i found another type of COST "ADDITIONAL" maybe used for Kicker, Echo, BuyBack??
Very nice findings... I saw the conditional cost (on the dragon thingy if i recall well) but didn't try it. And the additionnal sounds tasty !

Btw, how do you use conditionnal ? There's a zombie infestation that still shouldn't be triggered when you have 1 card in hand, could it be used for preventing it ?

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 20:22
by Uresti
<TRIGGER value="COMES_INTO_PLAY">
return SelfTriggered()
</TRIGGER>
<COST qualifier="CONDITIONAL" type="Mana" cost="{1}" />
<EFFECT>
YouGainLife( 10 )
</EFFECT>
<ELSE_EFFECT>
YouLoseLife( 10 )
</ELSE_EFFECT>
When the creatures comes into play Program Ask if you want to pay the conditional cost if you say "yes" you gain 10 life if you say "no" you lose 10 and the bad side if you dont have mana to pay you neither gain or lose.

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 21:20
by Epiphany
Hmm, I'm trying to do it so that I use that conditional thing to allow a buyback, but it doesn't work.

Code: Select all
    <SPELL_ABILITY tag="BUYBACK_TEST_RULE_1" layer="0">
      <COST qualifier="CONDITIONAL" type="Mana" cost="{1}" />
      <EFFECT>
          YouGainLife(2)
          ReturnThisCardToOwnersHand()
      </EFFECT>
     <ELSE_EFFECT>
          YouGainLife(2)
     </ELSE_EFFECT>
    </SPELL_ABILITY>
Any thoughts?

Edit: Basically, when I say "yes" it doesn't do anything. Doesn't tap the mana nor give me life, just plays the special effect. If I cast it with no untapped mana it does the else_effect fine.

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 22:00
by Uresti
i realized that "Conditional" only works with permanents that TRIGGERS "comes into play, "SPELL_ABILITY" and Conditional doesnt seem to work

<TRIGGERED_ABILITY tag="xxxxx" dont_ask="0" layer="0">
<TRIGGER value = "COMES_INTO_PLAY">
return SelfTriggered()
</TRIGGER>
<EFFECT>
YouGainLife( 10 )
</EFFECT>
<ELSE_EFFECT>
YouLoseLife( 10 )
</ELSE_EFFECT>
</TRIGGERED_ABILITY>
that works like a charm only if its a permanent coming into play. IlL keep trying on Capsize

Re: a few things inside the EXE

PostPosted: 13 Jul 2010, 22:30
by Yanna
Uresti wrote:i realized that "Conditional" only works with permanents that TRIGGERS "comes into play, "SPELL_ABILITY" and Conditional doesnt seem to work

<TRIGGERED_ABILITY tag="xxxxx" dont_ask="0" layer="0">
<TRIGGER value = "COMES_INTO_PLAY">
return SelfTriggered()
</TRIGGER>
<EFFECT>
YouGainLife( 10 )
</EFFECT>
<ELSE_EFFECT>
YouLoseLife( 10 )
</ELSE_EFFECT>
</TRIGGERED_ABILITY>
that works like a charm only if its a permanent coming into play. IlL keep trying on Capsize
Tell us if it goes good ^^ I guess the right trigger would be a TRIGGER_SPELL_RESOLVED returning SelfTriggered().

It looks like this could be also the new era of kicker spells :)

Re: a few things inside the EXE

PostPosted: 15 Jul 2010, 05:55
by Uresti
another words found in the exe:
"mana handling has become stale. Update is required if it is to become reimplemented"
also same as XMANA.xml (the screen that popup when you pay X) the exe have MANA.XLM and a message reference "ChooseMana"